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Programming a Multiplayer FPS in DirectX
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Programming a Multiplayer FPS in DirectX

Programming a Multiplayer FPS in DirectX

Vaughan Young - Collection Game development series

500 pages, parution le 14/01/2005

Résumé

If you have experience with C++ and DirectX and have always wanted to program your own game, this is the book for you. Programming a Multiplayer FPS in DirectX takes you from the basic game design to a fully functioning game! All of the source code, assets, and tools are included-you just work through the tutorial-based chapters and watch the game come to life as you develop it. And as new features are added, you can begin playing with them to see them in action.

Following a typical game development process, the book is separated into two distinct parts: Part One focuses on the design and development of the game engine, and Part Two concentrates on putting the game together using the engine. The theory has been kept to a minimum, so that you are following a hands-on approach and adding new functionality to your engine as you proceed. In the first part, you'll learn about the many facets of DirectX, C++, and object-oriented programming. You'll also learn how to design the engine and put the infrastructure into place. The next chapters will each add a new module to your engine including input, scripting, 3D rendering, sound, networking, and scene management. The second part covers the final development stages, including everything from game play to player management; it culminates with the complete multiplayer FPS game.

Throughout the book you'll learn key topics that will bring you up to speed with industry proven techniques, while improving your confidence as a developer. And because DirectX is the most prevalent game development tool available, once you master this project, you'll have the skills you need to create a variety of games!

KEY FEATURES

Provides a detailed, step-by-step approach through the creation of a complete multiplayer FPS Covers a variety of key topics beyond the basics needed for the game creation, including occlusion culling and scene management Prepares users with the skills needed to code using the latest DirectX API Includes a companion CD-ROM with all the source code and assets for the complete game, the DirectX SDK, and other useful tools

ON THE CD

All of the source code and assets used to create the complete game The DirectX SDK 9.0c installation package used to develop the code in the book Panda DirectX Exporter (by Andy Tather) to use in conjunction with 3ds max to produce meshes in .x file format

Paint Shop Pro fullfeatured, trial version- great for creating textures Improved Collision Detection Article (by Kasper Fauerby): provides more details about the collision detection algorithm used in the sample game

L'auteur - Vaughan Young

Vaughan Young (Queensland, Australia) is an experienced C++ and DirectX programmer. His degree in IT is complemented by further studies in software development, focusing primarily on game development. Currently, he operates his own software development business, producing and managing software solutions. On the side he maintains his own Web site (www.coderedgames.com) dedicated to his passion for computer game development.

Sommaire

  • The Engine
  • Engine Design
  • Framework
  • Engine Control
  • Scripting
  • Rendering
  • Sound
  • Networking
  • Materials and Meshes
  • Objects
  • Scene Management
  • The Game
  • Foundations
  • Players
  • Weapons
  • About the CD
  • Competition
Voir tout
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Caractéristiques techniques

  PAPIER
Éditeur(s) Charles River Media
Auteur(s) Vaughan Young
Collection Game development series
Parution 14/01/2005
Nb. de pages 500
Format 19 x 23
Couverture Broché
Poids 900g
Intérieur Noir et Blanc
EAN13 9781584503637
ISBN13 978-1-58450-363-7

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